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Posted on 03-19-12, 03:17 pm (rev. 3)
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Administrator
Karma: 110 Posts: 65/981 Since: 02-11-12 Last post: 3488 days Last view: 3488 days |
Dota University Planning
Ok guys we need to get working on this and like I’ve said for the past two Sundays I’m going to def need some help. I’d like to use this thread to map out the tutorial and get people involved. Here is my 1st draft of what I think we should cover. -Moba – Brief history and introduction to the genre -General – Game Basics * Map Introduction *Base and Tower Intro *Creep Intro *Hero Intro (what is a hero, this is you etc) *Item Intro (basics of items) *Match Flow Early game, mid games, late game, winning conditions etc -Heroes – Deeper Info *Hero types – Str, Int, Agi (explain what the stats do how how they effect your hero) *Hero Roles *Skills and builds (just what they are not really specifics) -Items – Deeper Info *Item intro – quality? *Shop Locations and Differences *Recipes and upgrades – explain the system how things tie into one another -Dota Basic Theory and Technique *How to Earn Gold *Last Hitting, Denying, and Lane Control *Hero responsibilities and roles *Warding *Rosh -Closing Feel free to add and correct as we go. Thanks, -Alv |
jbrown |
Posted on 03-19-12, 04:54 pm
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Karma: 100 Posts: 16/124 Since: 02-19-12 Last post: 4552 days Last view: 4476 days |
I like it. On first inspection I would just add a couple things. On the basic side, an explanation of stats and what they do for each type of hero. For more advanced players we could talk about managing creep waves, pulling, and stacking although that could fall under lane control which you already have on there. Picks and counterpicks for each hero. Team composition and how to build a team for a certain strategy. Smoke ganking. Counter warding.
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Posted on 03-19-12, 05:54 pm (rev. 1)
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Karma: 110 Posts: 71/981 Since: 02-11-12 Last post: 3488 days Last view: 3488 days |
Posted by jbrown I like it. On first inspection I would just add a couple things. On the basic side, an explanation of stats and what they do for each type of hero. I think this is a great idea and will add it to the list. Posted by jbrown For more advanced players we could talk about managing creep waves, pulling, and stacking although that could fall under lane control which you already have on there. Picks and counterpicks for each hero. Team composition and how to build a team for a certain strategy. Smoke ganking. Counter warding. These are relatively advanced topics that probably should be covered in a more advanced guide. Remember the purpose here is to get green players up to basics as quickly as possible. Team comps are so complicated that trying to explain the different strategies might be a bit overwhelming for a new player. |
Love is Dead |
Posted on 03-19-12, 06:54 pm
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Karma: 115 Posts: 65/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
I'll start cracka-lackin' on this bitch.
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Love is Dead |
Posted on 03-19-12, 07:25 pm (rev. 2)
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Karma: 115 Posts: 66/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
MOBA history:
Defense of the Ancients (DotA) pioneered the Action RTS genre, Multiplayer Online Battle Arena (MOBA). DotA began as a mod for Warcraft III, created with the map editor by the developer known as Eul, and it pitted two teams against one another with the ultimate objective of destroying the opposing team's heavily guarded home base structure, the throne of their Ancients. MOBA's typically have a mirrored map structure with 4 tiers of defense towers on each side as well as three sets of barracks inside each base, a river dividing the two teams, a jungle, neutral and team-aligned creeps, and 5 player controlled powerful units called heroes on each side (details on each provided in specific guides). There have been a number of variations to DotA, most notably League of Legends (LoL) and Heroes of Newerth (HoN), which change the specifics of each of these essential game components, but overall keep the same structure. DotA is typically seen as the most competitive and hardest to learn and master, although every MOBA is demanding. The timeline of the release of each game is as follows: DotA - 2003 League of Legends - 2009 Heroes of Newerth - 2010 DotA 2 - TBD 2012 ( Valve Time correction: 2013-2014 :p ) IceFrog is the lead designer of DotA 2, and has never publicly disclosed his full name. He joined as the lead developer of DotA in 2005. |
archaoss |
Posted on 03-19-12, 10:32 pm
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![]() Karma: 100 Posts: 26/65 Since: 02-13-12 Last post: 4737 days Last view: 4235 days |
preaty sure icefrog never worked for riot but i know that other desighners of dota have but i dont think ice frog ever did
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Love is Dead |
Posted on 03-20-12, 12:34 am
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Karma: 115 Posts: 69/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
Yeah I was just trying to bang it out at work and I must have misread:
http://en.wikipedia.org/wiki/League_of_Legends#Development That's why I posted it here as a rough draft. |
Love is Dead |
Posted on 03-20-12, 12:58 am
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Karma: 115 Posts: 70/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
This one got a little dry, but its a rough draft. I plan on adding pictures and such.
Map Introduction: As mentioned in the brief history of the MOBA genre, DotA 2's map is, for the scope of this intro, symmetrical. Starting at the bottom left corner of the map is the Radiant, and on the top right corner is the Dire. From the perspective of the Radiant, each of the five player-controlled heroes' point of origin and respawn location is the fountain. The fountain houses an item shop and an incredibly strong defense mechanism which will rapidly fire against an enemy that enters. The throne of the ancients is the next structure encountered when moving out from the fountain towards the opposite corner of the map. This is the large structure that the heroes must defend; loss of this structure results in a loss of the match. Continuing along that diagonal are two tier 4 towers. These towers have XXXX health and there are only two of them. They mainly serve to defend the middle lane, which is much shorter than the two sidelanes. Next are small fortifications that do not hold any defensive significance, but, when they are destroyed by a hero, dispense about 100g to each team member. After that there are two sets of barracks, one for ranged creeps, and one for melee creeps. It is important to note that when one of these barracks is destroyed, your base will still spawn creeps. The significance of the barracks is that when they are destroyed the opposing team gains mega-creeps, which are significantly more powerful in hit points, damage, and when killed give half experience points and half the gold of regular creeps. Tier 3 towers, one per lane, fortify the open-gated entrances to the base. Heroes inside the base have height advantage which gives them sight down the stairs, and anyone sending right-click attacks from the lower ground has a 25% miss chance, and cannot see beyond the top of the stairs. Following that on the two side-lanes there are another set of stairs. All three lanes next have a tier 2 tower in front of the jungle. The jungle houses neutral creeps that can be used in some early leveling strategies for certain heroes. Each separate camp has creeps that vary in strength and hitpoints, which will be detailed in the jungling guide. The lanes continue towards the opposing side finally reaching tier 1 towers, which have the lowest amount of hitpoints. It is important to note that both of the side lanes are not identical in size, which will be detailed int he laning guide. Finally the river divides the two teams territories. In the middle lane the bridge over the river has been broken, which gives the aforementioned disadvantage and if a hero walks along either direction of the river they will be in the center of a ravine without sight, while any hero on the banks will have sight of them. At the midpoint between the middle lane and the side lanes sits a rune spawn point. Runes will spawn at a game time of 0:00 and every subsequent 2 minute mark. Runes will be also detailed in a separate guide, but keep in mind that they are important for effective play. Finally on the dire side there is a small pit southeast of the middle lane where Roshan, a very large neutral creep, spawns. If players kill him he will drop the "Aegis of the Immortal," which will provide the player who picks up the item an "extra life" where they will resurrect upon death with full hitpoints and mana. Further details on Roshan will be in a separate guide. |
archaoss |
Posted on 03-20-12, 01:57 am
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![]() Karma: 100 Posts: 29/65 Since: 02-13-12 Last post: 4737 days Last view: 4235 days |
just for starters i can elaborate more if need be
HERO TYPES All heroes have a primary stat (strength, agility, intelligence) this stats can give a basic role for that hero but this guideline does not fit all of them. Strength These heroes are though and meaty most of them serve as some form of imitation or cc while there are a few carries Agility Heroes who have the primary stat agility are mostly carries who deal right click damage and need to farm up big items to make them powerful. Intelligence Intelligence heroes are mostly supports while there is a carry here and there they maximize their use to the team they have abilities that provide utility and tend to be more level depended than item dependent |
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Posted on 03-20-12, 08:34 pm
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Karma: 110 Posts: 81/981 Since: 02-11-12 Last post: 3488 days Last view: 3488 days |
Posted by archaoss just for starters i can elaborate more if need be HERO TYPES All heroes have a primary stat (strength, agility, intelligence) this stats can give a basic role for that hero but this guideline does not fit all of them. Strength These heroes are though and meaty most of them serve as some form of imitation or cc while there are a few carries Agility Heroes who have the primary stat agility are mostly carries who deal right click damage and need to farm up big items to make them powerful. Intelligence Intelligence heroes are mostly supports while there is a carry here and there they maximize their use to the team they have abilities that provide utility and tend to be more level depended than item dependent We'll probably want to include more info on this one. What do the stats do number wise to your toon aka 1 point of Intelligence does what exactly. http://www.youtube.com/watch?v=P-GgvGaRHp4 Check out the above video for examples of what I mean. |
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Posted on 03-20-12, 08:51 pm
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Karma: 110 Posts: 82/981 Since: 02-11-12 Last post: 3488 days Last view: 3488 days |
Posted by Love is Dead This one got a little dry, but its a rough draft. I plan on adding pictures and such. Map Introduction: As mentioned in the brief history of the MOBA genre, DotA 2's map is, for the scope of this intro, symmetrical. Starting at the bottom left corner of the map is the Radiant, and on the top right corner is the Dire. From the perspective of the Radiant, each of the five player-controlled heroes' point of origin and respawn location is the fountain. The fountain houses an item shop and an incredibly strong defense mechanism which will rapidly fire against an enemy that enters. The throne of the ancients is the next structure encountered when moving out from the fountain towards the opposite corner of the map. This is the large structure that the heroes must defend; loss of this structure results in a loss of the match. Continuing along that diagonal are two tier 4 towers. These towers have XXXX health and there are only two of them. They mainly serve to defend the middle lane, which is much shorter than the two sidelanes. Next are small fortifications that do not hold any defensive significance, but, when they are destroyed by a hero, dispense about 100g to each team member. After that there are two sets of barracks, one for ranged creeps, and one for melee creeps. It is important to note that when one of these barracks is destroyed, your base will still spawn creeps. The significance of the barracks is that when they are destroyed the opposing team gains mega-creeps, which are significantly more powerful in hit points, damage, and when killed give half experience points and half the gold of regular creeps. Tier 3 towers, one per lane, fortify the open-gated entrances to the base. Heroes inside the base have height advantage which gives them sight down the stairs, and anyone sending right-click attacks from the lower ground has a 25% miss chance, and cannot see beyond the top of the stairs. Following that on the two side-lanes there are another set of stairs. All three lanes next have a tier 2 tower in front of the jungle. The jungle houses neutral creeps that can be used in some early leveling strategies for certain heroes. Each separate camp has creeps that vary in strength and hitpoints, which will be detailed in the jungling guide. The lanes continue towards the opposing side finally reaching tier 1 towers, which have the lowest amount of hitpoints. It is important to note that both of the side lanes are not identical in size, which will be detailed int he laning guide. Finally the river divides the two teams territories. In the middle lane the bridge over the river has been broken, which gives the aforementioned disadvantage and if a hero walks along either direction of the river they will be in the center of a ravine without sight, while any hero on the banks will have sight of them. At the midpoint between the middle lane and the side lanes sits a rune spawn point. Runes will spawn at a game time of 0:00 and every subsequent 2 minute mark. Runes will be also detailed in a separate guide, but keep in mind that they are important for effective play. Finally on the dire side there is a small pit southeast of the middle lane where Roshan, a very large neutral creep, spawns. If players kill him he will drop the "Aegis of the Immortal," which will provide the player who picks up the item an "extra life" where they will resurrect upon death with full hitpoints and mana. Further details on Roshan will be in a separate guide. I've already started moving these into the Wordpress side of the site. We do plan on creating images and videos to help illustrate various concepts, so if you feel like something needs a video please mark it with a [image here] or [video example here] in your write up. Also within the next few weeks we should have our item database system up and you will be able call items, heroes, and abilities directly in the post so keep that in mind as well. Great job so far everyone! I really appreciate the help! Thanks, -Alv |
Love is Dead |
Posted on 03-21-12, 08:05 pm
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Karma: 115 Posts: 75/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
The base provides all essential functions for the team. The spawn location is known as the fountain. Within the fenced area of the fountain players can purchase and sell items from the main shop (there are two other external shops, the secret shop and the long lane shop). Some items, noted with an "S" at the bottom of its icon are only available at the secret shop. All other items can be purchased here and either picked up by a courier or the hero themselves. Its important to note that you can buy items from the gold-colored shop button on the bottom right of your user interface anywhere on the map, but if you are not within range of the fountain shop you will not be able to recieve the item. The game tells you are within range by highlighting the shop button in a brighter gold and playing the sound of a bell. Any enemy that enters the fountain will be destroyed quickly by the fountain with a ranged attack.
As mentioned before the Tower of the Ancients is the structure just outside the fountain that your team must defend. Loss of this structure is the only way to end the match. The exception to that rule is if one side gives up and all players completely disconnect, the other side wins. The other small fortification surrounding the ancients, aside from the two tier 4 towers, are structures that will dispense about 100g to the hero that gets the last hit in destroying it. They are fairly weak and easily destroyed, so it provides an added bonus to the invading team. The tier 4 towers [ADD STATS] are directly in front of the Ancient structure and are your last line of defense fortifications. There are only 2 tier 4 towers, so if a side lane has been completely destroyed and pushed, the invading creeps will be attacked by the tower before the creeps reach the Ancients and the they will begin attacking it, as they are programmed to respond to the source of damage recieved. There are two sets of barracks, one for ranged creeps, and one for melee creeps for each lane. It is important to note that when one of these barracks is destroyed, your base will still spawn creeps. The significance of the barracks is that when they are destroyed the opposing team gains mega-creeps, which are significantly more powerful in [ADD STATS] hit points, damage, and when killed give half experience points and half the gold of regular creeps. When seiging an enemy base it is absolutely imperative that the team focuses on destroying the MELEE barracks and not the RANGED barracks first. The reasoning behind this is that with each creep wave there are more melee creeps than ranged creeps and the lane will push more effectively with only mega-melee creeps than with only mega-ranged creeps. This is an easily correctable mistake new players make, so try to focus your team on the melee barracks by pinging or text/voice communication if they are attacking the ranged barracks. The tier 3 towers [ADD STATS] are positioned at each of the three gates, one per lane. They are the final fortification before the enemy team can damage the barracks. It is important to note that you should never deny a tier 3 or tier 4 tower. The 500g saved by doing this is simply not worth the defense benefit the structure provides. Tier 1 towers and tier 2 towers are typically destroyed at a point in the game where the 500g might outweigh the tower's defensive benefits, but this tapers off as the game proceeds to levels where tier 3 towers are capable of being destroyed. The final thing to know about the base is that it is on elevated ground. Heroes inside the base will gain [ADD BENEFITS IF ANY] and have vision down the stairs to the lower ground. Heroes outside the base will not be able to see above the stairs and also have a 25% miss chance [ADD ANY OTHER DEBUFFS]. This means that in order to effectively defend the base the defending team wants to force engagement while the team has the high ground advantage. The opposing team may try to run up and down the stairs in order to bait a hero to follow them and drag the fight outside the base, so be careful not to fall for that as the defending team loses all of their positioning advantage this way. Be patient and wait for a proper opening. Melee heroes may have to run down the stairs in order to initiate, but if possible try to keep enemy heroes within ranged distance of allies with the high ground advantage. Also, remember that if the enemy team has the advantage of numbers do not try to engage fully engage them on your own. You can try to scare them out of your base, but know that you should likely wait until your team either arrives or respawns before engaging as you will likely lose in this situation if you are outnumbered, especially if the opposing team has strong stunning power. Few heroes are able to defend while outnumbered, such as Dark Seer (at time of writing) whose ultimate, placed properly and at the right time, can stop a team push. |
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Posted on 03-22-12, 04:32 pm (rev. 1)
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Karma: 110 Posts: 95/981 Since: 02-11-12 Last post: 3488 days Last view: 3488 days |
Items
“Certainly there are things in life that money can't buy, but it's very funny - Did you ever try buying then without money?†In addition to hero skill builds, items are one of the main ways that a player can dictate how his/her hero plays and performs in battle. The buying and building of items is one of the most crucial skills that you will need to acquire to be an effective Dota player, but with well over 100 items figuring out what to buy and when is a skill that will take even the best players a long time to master. Items come in a few different categories; Consumables, Attributes, Armaments, Arcane Items for the basic sets and Common, Support, Caster, Weapons, Armor, and Artifacts for the upgrade/advanced sets. We’ll quickly go over each set and what the general idea is behind each category. Consumables – Items that generally are used up after a set amount of uses. Think health and mana pots to put it in general RPG terms. These items are relatively cheap because of their limited use. Attributes – These times offer based line attributes bumps either to all attributes [gg branch link] or for a specific attribute like intelligence [mantle of intelligence]. Armaments – Armaments cover a wide range of stat increase but chiefly are used to buff ones base line damage output (+dmg items) or armor (+ armor items). Arcane – Items in the Arcane section are a bit strange because there are items that work like the armament items just for magic users (aka just buff a magic users magic spell damage), but there are also some items that are of great use to a lot of heroes both magic and physical alike. Items like [blink dagger] and [gem of true sight] will be used by a wide variety of heroes. Upgrades Common – These are items that are normally fairly quick to be created and are purposed for a variety of uses for all heroes. Support – Items here are used by character that will be predominantly be filling in the role of Support on your team and thus provide things like AOE buffs and heals. Caster – When you’re playing a heavy Int based hero you’ll more often than not find yourself buying at least one item (if not a more) from the Caster upgrades. These items are great for buffing your Int based damage and a lot of them come with fancy on use effects like hexes, or slows. Weapons – Contained here are the bread and butter of most DPS based classes in the game. These items normally buff things like dmg, attack speed, and crit %. Most of these items will not be seen before mid-game. Armor - Once you hit mid game and people start purchasing items from the above weapons category you’ll need to start countering with better armor. Items from this category do just that. Many also have helpful on used effect Artifact – The Godzilla’s of the Dota Item world. Most these items won’t be seen until late mid-late game. They’re comprised of items that normally have a huge effect on a heroes raw damage output. Secret Shop – Items here can only be bought at the secret shop and are usally a requirement in the recipes for higher tiered items. [more coming soon...] |
Love is Dead |
Posted on 03-26-12, 07:10 pm
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Karma: 115 Posts: 78/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
Creep Intro:
Creeps are non-player controlled units that are spawned at certain intervals across the DotA 2 map. [SOMEONE FILL IN IF THEY KNOW WHY THEY ARE CALLED CREEPS] The most important creeps are the Lane Creeps which spawn every 30 seconds at three locations within the base near each set of barracks for each team. They are programmed to march down their set lane and attack the first enemy that they encounter. There are three types of Lane Creeps with stats that increase at certain intervals. Melee Creeps spawn in the greatest number every wave, they deal less damage than Ranged Creeps, and they have more hit points. Click here for a breakdown of the stats (http://www.dota2wiki.com/wiki/Creeps#Statistics). Seige creeps spawn every 7th wave starting at the 3:00 mark. To scale the Lane Creeps appropriately to Hero level progression and game flow the number and stats for the Lane Creeps increases at certain intervals. Follow this link to read about the specifics: http://www.dota2wiki.com/wiki/Creeps#Mechanics If a team loses a barracks, the opposite team then begins to spawn Mega Creeps for the corresponding barracks. If the Melee barracks is lost on the top lane of the Dire, the Radiant team's top lane will spawn Mega Melee Creeps. Once the three sets of barracks are taken out, then the Mega Creeps become Upgraded Mega Creeps, which are even more powerful. Currently at the time of writing the client makes a sort of confusing statement when your team destroyes all three sets of barracks and says "We are not spawning Mega Creeps," which is sort of misleading since there is no actual distinction in game between Mega Creeps and Upgraded Mega Creeps other than their stats, which aren't immediately apparent when concentrating on a match. Neutral Creeps, which are spawned within the jungle, are secondary to Lane Creeps, and can provide additional benefit to Heroes. A hero with proper abilities such as Lifestealer, Dark Seer, and Nature's Prophet are able to spend the entirety of their early game running through the jungle and killing Neutral Creeps for experience and gold and still keep up with their teammates who are in lane. This is known as Jungling, and works well in certain team setups. The major benefit is that if there is one team member who can solo a lane, usually facing two other heroes, they will gain more experience with each kill and level up faster since experience is divided between all heroes within experience point range of a kill. There are four types of Neutral Creep camps, small, medium, large, and ancient. As the names suggest, small creeps are easier to kill, and deal less damage, but yield less gold, and less experience with each kill. As the size increases, the difficulty of killing each camp increases as well as the reward. Ancient Ceeps are the toughest to kill as they are immune to magic damage. Roshan is a special kind of Neutral Creep. If killed he drops Aegis of the Immortal for his first two lives, and on the third he drops Cheese. Aegis of the Immortal has one charge and activates when the hero holding it dies, ressurecting them with full hit points and mana. It cannot be traded once picked up. Cheese is an item that must be activated before death and instantly grants 2500 hit points and 1000 mana points. Killing Roshan can be a very delicate matter that, if done improperly, or at the wrong time, can result in the death of your entire team. Read the detailed guide on Roshan to learn about specific strategies for killing him as well as suggested circumstances where it is important or necessary to kill him and get the Aegis. Once you are comfortable with this information take a look at our more in-depth guides on Creep Stacking, and Creep Pulling. |
Love is Dead |
Posted on 03-27-12, 01:30 pm
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Karma: 115 Posts: 84/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
Hero:
Dota 2's heroes are the player controlled characters. They have at least 4 abilities, they gain experience, collect gold, and purchase items. In a full game of Dota 2 there are 5 heroes on each side, making 10 heroes on the map in total. Each hero is based on one of three attributes, strength, agility, or intelligence. Strength-based heroes will typically have the largest pool of hitpoints and will deal the most damage with each single right-click attack, agility-base heroes will be faster in movement speed and attack speed, and intelligence based heroes will have the largest manapool and the most mana-intensive spells. Each hero typically fits into a certain role, either the hero is a carry, ganker, support, initiator or pusher. Carry: A carry is a hero that is weak early game, but very strong later in the game. They should take priority on as much of the kills, gold, and experience as possible. They are called a carry because they will carry the team to victory, but must be carried by the rest of the team until they reach a sufficient level. Items are very important to these heroes as they will need the right build in order to succeed in most situations. Carries are usually the most popular heroes amoung Dota players as they are the ones making most of the kills and big plays during a match. Ganker: Firstly, a gank the term used to define the action of a hero travering the map with the specific intent of making a kill. Gankers are the heroes that are most capable of doing this. They are able to quickly deal damage in large quantities, but are vulnerable to attack and need to be protected. The specifics of ganking are intricate and detailed for various situations and will be outlined in later guides. Support: A support is the most useful and most underplayed roles in Dota. A support doesn't typically make kills, but is the key hero that helps the carry grow early in the match, and keeps the team alive in the middle and end of the match. Supports must take the obligation of buying and upgrading the courier, as well as buying and placing wards on the map. They are typically not item dependant and do not require gold or kills to be useful and successful during a match, so they should focus on denying and keeping opponents away from the carry in the early game, giving the carry as much of an opportunity to get as many last hits as possible. Initiator: The initiator is one of the trickiest roles to play. An initiator is a hero with abilities that provide them with the "first strike" advantage in a team fight. They can be killed easily, and can cause an entire team to lose a battle of they initiate at the wrong time. The complexities of proper initiation require careful observation of positioning of both the enemy and friendly heroes and will be outlined in more advanced guides. They are similar to the support role but instead of keeping the team alive, they are focused on throwing the enemy team off balance during fights, giving their team the advantage. Pusher: Pushers are heroes that have abilities which are centered around dealing damage to creeps and towers rather than heroes. Their role is fairly straightforward, to take down towers as soon as possible. Pushers require a specific strategy and team composition in order for them to be most effective. If the team's setup is one that is going to require that the team play defensively so their carry can gain the experience and gold that they require, then it wouldn't make sense to chose a pusher who will be pressuring the enemy team early on. Pushers are suited well in setups that aim to finish the game earlier by keeping pressure on the enemy team. |
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Posted on 03-27-12, 01:44 pm
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Administrator
Karma: 110 Posts: 106/981 Since: 02-11-12 Last post: 3488 days Last view: 3488 days |
Posted by Love is Dead Hero: Dota 2's heroes are the player controlled characters. They have at least 4 abilities, they gain experience, collect gold, and purchase items. In a full game of Dota 2 there are 5 heroes on each side, making 10 heroes on the map in total. Each hero is based on one of three attributes, strength, agility, or intelligence. Strength-based heroes will typically have the largest pool of hitpoints and will deal the most damage with each single right-click attack, agility-base heroes will be faster in movement speed and attack speed, and intelligence based heroes will have the largest manapool and the most mana-intensive spells. Each hero typically fits into a certain role, either the hero is a carry, ganker, support, initiator or pusher. Carry: A carry is a hero that is weak early game, but very strong later in the game. They should take priority on as much of the kills, gold, and experience as possible. They are called a carry because they will carry the team to victory, but must be carried by the rest of the team until they reach a sufficient level. Items are very important to these heroes as they will need the right build in order to succeed in most situations. Carries are usually the most popular heroes amoung Dota players as they are the ones making most of the kills and big plays during a match. Ganker: Firstly, a gank the term used to define the action of a hero travering the map with the specific intent of making a kill. Gankers are the heroes that are most capable of doing this. They are able to quickly deal damage in large quantities, but are vulnerable to attack and need to be protected. The specifics of ganking are intricate and detailed for various situations and will be outlined in later guides. Support: A support is the most useful and most underplayed roles in Dota. A support doesn't typically make kills, but is the key hero that helps the carry grow early in the match, and keeps the team alive in the middle and end of the match. Supports must take the obligation of buying and upgrading the courier, as well as buying and placing wards on the map. They are typically not item dependant and do not require gold or kills to be useful and successful during a match, so they should focus on denying and keeping opponents away from the carry in the early game, giving the carry as much of an opportunity to get as many last hits as possible. Initiator: The initiator is one of the trickiest roles to play. An initiator is a hero with abilities that provide them with the "first strike" advantage in a team fight. They can be killed easily, and can cause an entire team to lose a battle of they initiate at the wrong time. The complexities of proper initiation require careful observation of positioning of both the enemy and friendly heroes and will be outlined in more advanced guides. They are similar to the support role but instead of keeping the team alive, they are focused on throwing the enemy team off balance during fights, giving their team the advantage. Pusher: Pushers are heroes that have abilities which are centered around dealing damage to creeps and towers rather than heroes. Their role is fairly straightforward, to take down towers as soon as possible. Pushers require a specific strategy and team composition in order for them to be most effective. If the team's setup is one that is going to require that the team play defensively so their carry can gain the experience and gold that they require, then it wouldn't make sense to chose a pusher who will be pressuring the enemy team early on. Pushers are suited well in setups that aim to finish the game earlier by keeping pressure on the enemy team. Can we get a few examples of each at the end of the explanations? ala "Some examples of Carry heroes are X,y,Z" |
Love is Dead |
Posted on 03-27-12, 06:17 pm
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Karma: 115 Posts: 87/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
I think some of my guides have been getting a bit too detailed for the basic introduction I'm trying to get across. I think reorganizing the structure would allow me to create guides that explain the very basics of "what is this thing" and then provide details such as stats and mechanics later, once the users get a bit more grip on how the game flows. Also, I think I'm going to just open a Google Doc and compile all of this information so that I can easily rework it as I think of better ways to organize it.
My suggestion for revised guide structure: -Moba – Brief history and introduction to the genre Game Basics (No numbers or stats) *Map Introduction *Lane Intro *Base and Tower Intro *Jungle Intro *Creep Intro *Hero Intro (what is a hero, this is you etc) *Abilities Intro *Item Intro (basics of items) *Game stages breakdown *Essential Terminology Technique *Hero Roles Intro *Lane Selection and Control *Earning gold *Courier Usage *Jungling and pathways *Warding *Micromanagement *Roshan Resources - Links to pages detailing stats on dota2wiki.com, all dry data *Structures *Lane Specifics *Lane Creeps *Neutral Creeps *Damage-type Breakdown *Roshan Items (No specifics since there is no one right answer. Give information so that players can make their own item selections, rather than dictate what to buy) *Shop Locations and Differences *Recipes and upgrading *Explanation of Item Selection *A few examples of item selection dynamics -Strategies *Heroes >Carry >Ganker >Support >Initiator >Pusher *Early Game *Mid Game *Late Game *Roshan *Examples of Good/Bad Synergy |
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Posted on 03-28-12, 02:37 pm
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![]() Admin/Developer Karma: 120 Posts: 289/1471 Since: 02-11-12 Last post: 3488 days Last view: 2190 days |
Posted by Love is Dead I think some of my guides have been getting a bit too detailed for the basic introduction I'm trying to get across. I think reorganizing the structure would allow me to create guides that explain the very basics of "what is this thing" and then provide details such as stats and mechanics later, once the users get a bit more grip on how the game flows. Also, I think I'm going to just open a Google Doc and compile all of this information so that I can easily rework it as I think of better ways to organize it. My suggestion for revised guide structure: I like this a lot. We could really just create WP pages and not publish them lol. Let us know if you put it up on GDOCS. |
djlenny_3000 |
Posted on 03-28-12, 03:36 pm
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![]() Legendary Owner of the 1000th Post Karma: 100 Posts: 34/206 Since: 03-22-12 Last post: 4287 days Last view: 4251 days |
also if you plan on writing a segment, say so before you write it. i think this will better distribute the work to prevent people writing the same thing
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Love is Dead |
Posted on 03-28-12, 04:28 pm (rev. 1)
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Karma: 115 Posts: 92/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
I'm just going down the line writing whenever I have free time. Contributions will be added as they come in. If it becomes a problem I'll post what I'm working on, but right now that doesn't make sense for my work flow. Even if something is written twice, I think one will be able to inform the other.
Here is the link to the document: https://docs.google.com/document/d/1zn5NOKMzbhFHEeC6UX-C6jK8o3_9XmWGRlfTMx2hZd8/edit Post contributions here and I'll add them in. Please keep in mind that if you are making a contribution you must treat it as if you are writing something you are planning to publish. Spellcheck, re-read, and format. Remember that these guides need to be accessible to people who have absolutely zero experience with the game. |